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That's actually pretty sweet I have not seen too many formation sheets that do it like that. I know the Germans where pretty thorough in explaining their maneuvers but it was usually only one per page because they showed the same formation from virtually every angle. Haha Im just glad that I found a forum that has people willing to talk about the nuances of fighter formations. 

On a side note, I think my favorite part about his list is that it does not use the "normal" things seen in other list but is still very viable if flown right. I don't think it should be about who flies a fat han/ generic turret ship with the lowest amount of mistakes rather than the person who flies their ships the best and gets a shot off every turn while preventing the enemy from shooting them. It should be the person controlling the ships and not the cards the ship has equipped, but I guess that's an ideal world :P

Regarding your side note. Air to air combat really is about the 'cards' the ships and the guys flying them. A skilled pilot can only do so much. If his ac isn't as maneuverable or his stand-off weapons don't have the range he's at a decided disadvantage. Remember back late 70s, early 80s when Libya was feeling their oats and two of their fighters were downed by two Tomcats? I think the Libyan's were flying Mig 21s. I can't speak for pilot skill but compared to the Tomcat, the AWG 9 radar and advanced Sidewinders they were definitely out classed. Just like in this game, some builds are weaker vs others. Of course IRL you don't roll dice but you need some mechanic to simulate munition failure or loss of a target lock. Alex Davy said in an interview they want all the ships to be viable. To do that they use the cards, EPTs and pilot skills.

My friend and I have played a one on one using the same ship and pilot. Only the cards differed. Using the E-wing we ran 5 games in about 90 minutes. That was a fun and interesting matchup. Try it some time.

 

No haha I mean what you said is completely true, but the aces that everyone remembers are the ones that could seemingly beat any enemy, the ones who were untouchable even when out gunned or out classed. From a technical stand point though even the greatest aces of the luftwaffe made modifications on their planes because the allied forces had better engines on theirs during parts of the war (which is kind of what the cards represent). But, you do make a good point, especially from the aspect of technological development the game is pretty accurate to history. 

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I like this list and your ideas about flying it. I always am drawn to the underdog, and i plan to own at least 4 A-Wings (Got 2 so far), so its nice to see a list that utilizes it well. the comments have been great too, I always thought about how to regroup a squad, if you could pull it off, you'd have a real advantage over your opponent. 

 

What do you guys think about trying to optimize dice on the A-Wing? Using cards like Predator..here's a list:

 

The A-Team

100

Green Squadron Pilot — A-Wing 19 Predator 3 Chardaan Refit -2 Push the Limit 3 Autothrusters 2 A-Wing Test Pilot 0 Ship Total: 25  

Green Squadron Pilot — A-Wing 19 Predator 3 Chardaan Refit -2 Push the Limit 3 Autothrusters 2 A-Wing Test Pilot 0 Ship Total: 25  

Green Squadron Pilot — A-Wing 19 Predator 3 Chardaan Refit -2 Push the Limit 3 Autothrusters 2 A-Wing Test Pilot 0 Ship Total: 25  

Green Squadron Pilot — A-Wing 19 Predator 3 Chardaan Refit -2 Push the Limit 3 Autothrusters 2 A-Wing Test Pilot 0 Ship Total: 25  

 

The more points focused on dice, the less points you can spend on everything else, so you are really just getting a good dial, and sort of decent attack.

 

I like the idea but to a degree, unless you are facing turreted ships I feel like predator and autothrusters contradict each other. Where predator on an A wing shines when you get up in someone's face and autothrusters wants you to stay out at range 3. That being said I do like the idea of putting a little more weight behind the A wing's attacks. Please let me know how it works when you get the other 2 A wings. :) 

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Who votes we make an A wing pilot's club x)? Like start a new post under that name and then do game and strategy break downs in hopes of developing the perfect all A wing list.

HAHA why not, though I do like the life this thread has picked up on, not sure it's necessary/valuable to make a different one.

I like this list and your ideas about flying it. I always am drawn to the underdog, and i plan to own at least 4 A-Wings (Got 2 so far), so its nice to see a list that utilizes it well. the comments have been great too, I always thought about how to regroup a squad, if you could pull it off, you'd have a real advantage over your opponent. 

 

What do you guys think about trying to optimize dice on the A-Wing? Using cards like Predator..here's a list:

 

The A-Team

100

Green Squadron Pilot — A-Wing 19 Predator 3 Chardaan Refit -2 Push the Limit 3 Autothrusters 2 A-Wing Test Pilot 0 Ship Total: 25  

Green Squadron Pilot — A-Wing 19 Predator 3 Chardaan Refit -2 Push the Limit 3 Autothrusters 2 A-Wing Test Pilot 0 Ship Total: 25  

Green Squadron Pilot — A-Wing 19 Predator 3 Chardaan Refit -2 Push the Limit 3 Autothrusters 2 A-Wing Test Pilot 0 Ship Total: 25  

Green Squadron Pilot — A-Wing 19 Predator 3 Chardaan Refit -2 Push the Limit 3 Autothrusters 2 A-Wing Test Pilot 0 Ship Total: 25  

 

The more points focused on dice, the less points you can spend on everything else, so you are really just getting a good dial, and sort of decent attack.

So I can see this having value. You can still push for focus and evade and only need to use the tokens defensively most of the time as the reroll will boost your attack on its own more often. I guess the main difference is that this list is built more for fast offense vs staying power. It totally can and does work, just don't fly in as tight of a formation with it as the benefit of staying at range 1 of yourself isn't there as much. If you can throw all 4 of your ships vs the same enemy ship for a turn or two you will do a lot of damage.

I'd recommend that you use a flyby tactic, so head towards your opponent, shoot him, and then fly past him really fast before coming around for another attack run. As was mentioned earlier A-wings are all about action economy and so you should almost never leave them stressed without actions. The main limitation of this is that to drop stress A-wings take rather wide turns, so vs turret builds I you try to turn tightly around your target you will be shot at for at least two turns before you get another shot. If instead you 5 straight past the target then turn you will do much better, they usually will have 1 or 2 shots on you with turrets, usually at range 3 so Autothrusters will help.

A key thing to consider as well regarding this is enemy bumpers. Low PS bumpers are very troublesome for A-wings as you need your actions, BUT they only are worrisome if they are stacked behind your target. This often happens in Turret+escorts builds where a konga line of bumpers are stacked behind the turret ship, ready to gum up your squadron. In this situation use your maneuverability and speed to shape the engagement. Spend the first three or four turns flying away around the map to change the relative orientation of your opponent's force. Once you are on either side of the formation the bumpers become MUCH weaker as they don't have the maneuverability or speed to get back into position to reliably bump your ships. Try to make them fly through obstacles too if you can. As soon as you make them break formation bumpers are easy to take out as well.

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CTALS4,

A bunch of years ago some cable channel did a show on the Spitfire(unknown mark) anf the 109. They were being restored, I think in England. The only thing that stuck with me was a comment made by the guy restoring the Spit. He said the Germans had an advantage in that they could dive without doing a roll over. The Spit had a normally aspirated engine and if they just pushed the stick forward the negative gs would unload the carburetor and the engine would lose power or stall. The 109s were fuel injected and didn't suffer thd same problem. He went on to say the injection system had as many parts as some engines! I don't remember when that situation changed.

I know what you mean about the German Aces. Galland, Rudel, the guy they called the "Star of France. I think his last name was Marseille or something like that. I'm sure I butchered the spelling. I'm pretty sure Marseille was the one that when interviewed by the PK said he closed to 75 yards before pulling the trigger. Some pilots just had a knack or a 6th sense about dogfighting.

The early stages of the war was the happy time for the Nazis. U-Boats were running rampant in the Atlantic, convoys headed into Archangel were getting slaughtered and the Luftwaffe was creaming the Russians. Things changed in 42. Quality of pilots and equipment can only do so much against quantity. And when the quantity gets better...

I'd like to read Mein Kampf. Supposedly Hitler details his thoughts on war with the US but figures it to be in the 60s. He also blew the call on England and France going to war over Poland. His prognostications just sucked. Their TO&E was strange too. Military trains were run by civilians. Artillery, if capable of AA fire was controlled by the Luftwaffe. It seems they did a lot to lose the war.

Have you ever read "The Ultra Secret"? It details Britain's use of a captured Enigma machine. Very interesting. There's another book about the scientists and math guys that worked with the military to solve problems. There's a cute story in there about this math guy being assigned to aid bomber command vs the U-boats. Command had no idea why they couldn't find subs during daylight hours when the subs were known to be in a certain area. The egghead figured it out in minutes. Bomber Command was assigning night bombers to coastal patrol during daylight hours. The ac were painted black and easy to spot. This gave the subs enough time to dive before they were spotted. These eggheads were part of the group that included Bletchley Park. Sorry I don't remember the name of the book.

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Oh have you ever heard of Erich Hartmann? He was known as the black devil by the soviets and is considered the most successful fighter pilot in history. Supposedly he had 350 some kills during WWII. The thing that is more impressive though is that he never lost a wingman. I mean its one thing to be skilled and destroy your enemies but its an entirely different thing to be able to keep all of your allies alive and decimate the enemy.

 

As far as Hitler is concerned... in my opinion he is one of the worst military leaders if not the worst to ever lead the German armies, he was fortunate enough to have amazing generals by his side in the beginning but he grew paranoid and started killing them off when they disagreed with him on strategic points. That considered it is pretty impressive how well the German war machine worked. The things that some of their pilots did were amazing. I mean, the best American ace Eddie Rickenbacker boasted 26 kills during WWI. He is considered the American Ace of Aces and yet he is no where near the 350 kills that Hartmann had.

 

When X wing first came out I ran a XXYA list with Tycho and it was funny because everyone would ignore the A wing or look at it funny when I put it on the table, but every game I played, without fail, Tycho managed to be my number one killer. When everyone else missed he somehow managed to get that shot off. 


GSL: with your permission I vote that this page becomes the official A wing pilots club 

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GSL: with your permission I vote that this page becomes the official A wing pilots club

I'm totally cool with that.

Ok and I have some updated performance stats for the Green Arrow list. On Vassal I am now 11 and 4 with it, the one of the two new losses was a "impossibly bad dice" game, it happens.

I just got home from a tournament at Cape Cod Cpllectibles, it had 6 players and I came in third overall.

Round one matchup:

Travis

Han Solo: predator, r2-d2, c3po, engine upgrade, millennium falcon

Leebo: Dash Rendar, Determination, Anti-pursuit lasers

In this game I tried to kill Han first but I rolled very poorly for attack dice throughout the match. A gaff left Green 2 bumped and naked, and in a resoundingly bad turn of rolling no evades he died early on. From there I switched to focusing on Leebo and took him down fast. This pull me 14 points ahead, but on the second to last turn Han finally managed to roll lucky and put the final point of damage on Green 4 and so Travis earned a modified win.

Round two matchup:

John

Kath Scarlett: Engine Upgrade, K-4 security droid, Lone Wolf, Seismic Charge, Inertial dampeners

Kavil: Salvaged Aggromech, blaster turret, calculation

Black Sun Soldier: dead mans switch, ion pulse missile, munitions fail safe

This round we both had a gaff. For some reason I thought the Z-95 had Feedback Array and needlessly gave up 2 shields on round 2. His gaff was not realizing that calculation requires you to have a focus to spend, so taking a weapon which costs you your focus to shoot was a bad choice. This was a much closer game than it seemed score wise. The z-95 went down fast and I chose to K-turn in the corner and not chase Kath and Kavil, which kept Kavil out of the fight for nearly half the game and allowed me to control where and when we would fight. Despite making Kath bump, shooting her with two ships every turn, and usually keeping her too close to Kavil to benefit from Lone Wolf john had god mode on for his evade dice. After 12 total shots at her, at least 30 red dice total, I only had her down to 4 hull. Once she chased two A-wings into a corner on the opposite side of the table from Kavil I left her there and focus fired him down with all 4 A-wings, killing him with the last roll of the game right after hitting time. Very close match, but none of the A-wings died.

Round 3 matchup:

Bob Randall (from Nova Squadron Radio)

IG88B: Heavy Lazer Cannon, Autothrusters, Fire Control System, Inertial Dampeners, Veterans Instincts, IG 2000

IG88C: Heavy Lazer Cannon, Autothrusters, Fire Control System, Inertial Dampeners, Veterans Instincts, IG 2000

I've played Bob twice before and been crushed by his Bro Bots, he is very good with them and won a regionals recently (I forgot which one) with this list. I was lucky in the initial exchange and didn't take any damage. From that point this list really shined. I was able to block his exits fro. The center of the board reliable each turn and forced him to bump with both Aggressors for most of the turns. I was turtled up all throughout this part thanks I wingman and kept pulling 1 hard turns to jam up his moves, also making sure he would be shot at by at least 1 of my ships if he used dampeners. I also used the maneuverability of the A's to keep moving different ships into his arcs, so he reliably could not shoot at the ship he had target locked the turn before.

Eventually I took both aggressors down, and hilariously I killed Green 3 by needlessly flying over a rock late game. Bob is a great player and gracious opponent, I hope to get to fly with him again soon. Actually his list was my nightmare list, I thought I had no chance to beat it going in but it happened.

So yeah, in person Green Arrow works as long as you are careful and avoid bumping yourself. Has anyone else gotten a chance to try it out yet?

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The Spitfire negative-G cut-out issue you're referring to was temporarily resolved by an invention with the wonderful name of Miss Shilling's Orifice...

Thank you for this. I often wondered how they fixed this quirk. Now I don't know if this is true but I was told years ago that SU originally stood for Skinners Union. That SU had their beginnings as drivers for mule teams. Like I said I don't know if this is true.

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Oh have you ever heard of Erich Hartmann? He was known as the black devil by the soviets and is considered the most successful fighter pilot in history. Supposedly he had 350 some kills during WWII. The thing that is more impressive though is that he never lost a wingman. I mean its one thing to be skilled and destroy your enemies but its an entirely different thing to be able to keep all of your allies alive and decimate the enemy.

As far as Hitler is concerned... in my opinion he is one of the worst military leaders if not the worst to ever lead the German armies, he was fortunate enough to have amazing generals by his side in the beginning but he grew paranoid and started killing them off when they disagreed with him on strategic points. That considered it is pretty impressive how well the German war machine worked. The things that some of their pilots did were amazing. I mean, the best American ace Eddie Rickenbacker boasted 26 kills during WWI. He is considered the American Ace of Aces and yet he is no where near the 350 kills that Hartmann had.

When X wing first came out I ran a XXYA list with Tycho and it was funny because everyone would ignore the A wing or look at it funny when I put it on the table, but every game I played, without fail, Tycho managed to be my number one killer. When everyone else missed he somehow managed to get that shot off.

GSL: with your permission I vote that this page becomes the official A wing pilots club

Didn't Hartmann fly a 109 with a green spade or club on the fuselage? Also, the logo for the Squadron Shop is a stylized black eagle. This was flown by 'Pips' Priller on his 190. Pips and his wingman were the only two German ac that showed up over the beaches on D-Day. The wehrmacht paper that was the equivalent of our Stars and Stripes was called Signal. Its editor was Uwe Feist. If you look back at some of the old books that Squadron published Feist was the editor and the publisher was Squadron-Signal. Interesting bits of useless trivia.

Regarding Hitler. One of the rumors going around was that he had a case of syphilis. If true this may account for his state of mind.

Edited by Stoneface

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Green Squad Leader,

Finished two games tonight vs Vader, Steele and a generic bomber. Won both flying your list. Only lost two As the first match and one the second. The synergy with wingman was good and my dice were above average. On most of my rolls I never used the target lock I had. My opponent tried a new tactic that left his bomber exposed for too long. Strangely, Vader was the first to fall in both games. Had some good luck too. Procket attack rolled 3 hits and 2 crits. I rolled 3 evades. Lost shields only. Dodged the big one there.

Right now I stand at 3 wins out of 7 games. I lost the first 4. I'm liking this build.

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Have you guys considered Outmaneuver on A Wings? It is one of my favorite upgrades on them, but combined with Push things get a little expensive...

Yep I have run this build before in a few ways. Basically you are looking at two ways to run outmaneuver with A-wings.

Way 1 (I've had some success with this one)

Jake Farrel: Push the Limit, Outmaneuver, Autothrusters, A-wing Test Pilot, Chadraan Refit

Green Squadron Pilot: Push the Limit, Calculation, Autothrusters, A-wing Test Pilot, Chadraan Refit

Green Squadron Pilot: Push the Limit, Calculation, Autothrusters, A-wing Test Pilot, Chadraan Refit

Green Squadron Pilot: Push the Limit, Calculation, Autothrusters, A-wing Test Pilot, Chadraan Refit

This build works quite well overall. Don't fly in tight formation with it as you don't have wingman, instead try and maneuver for the first few turns so that you can come at your opponent from multiple directions at the same time. Jake has the maneuverability to reliably be able to benefit from Outmanuever, and Autothrusters pairs well with it as you benefit even more from dodging arcs. I'd be curious to try this build with lightning reflexes on the Greens instead of Calculation, I feel there would be more benefit that way.

Way 2 (not much success this way)

Green Squadron Pilot: Push the Limit, Outmaneuver, Autothrusters, A-wing Test Pilot, Chadraan Refit

Green Squadron Pilot: Push the Limit, Outmaneuver, Autothrusters, A-wing Test Pilot, Chadraan Refit

Green Squadron Pilot: Push the Limit, Outmaneuver, Autothrusters, A-wing Test Pilot, Chadraan Refit

Green Squadron Pilot: Push the Limit, Outmaneuver, Autothrusters, A-wing Test Pilot, Chadraan Refit

This build can work, it is just hard to get mileage out of. Doing a split deployment is better with it, two ships per corner or all four spread out evenly. The main downside is you are almost guaranteed not to benefit from outmaneuver on the first exchange, and you have a catch-22 to deal with. If you joust with a big ship and don't push for focus and evade you can 5-K next turn and reliably be in position to use outmaneuver, but you might lose a ship in the process.

I would recommend trying both of these lists, as if you get good at maneuvering for position and denying easy kills to your opponent Outmanuever is an EXTREMELY powerful card, especially vs fat Han builds. It's just more challenging to get the mileage out of it, higher risk-higher reward I suppose.

Now that I think of it there is a third build which could work, but it's risky as you lack push:

Way 3

Green Squadron Pilot: Lightning Reflexes, Outmaneuver, Shield Upgrade, A-wing Test Pilot, Chadraan Refit

Green Squadron Pilot: Lightning Reflexes, Outmaneuver, Shield Upgrade, A-wing Test Pilot, Chadraan Refit

Green Squadron Pilot: Lightning Reflexes, Outmaneuver, Shield Upgrade, A-wing Test Pilot, Chadraan Refit

Green Squadron Pilot: Lightning Reflexes, Outmaneuver, Shield Upgrade, A-wing Test Pilot, Chadraan Refit

I don't like not having push, but the extra hit points helps to mitigate that and Outmanuever helps ensure that the damage you so will stick. Lightning Reflexes guarantees that you WILL be able to use Outmanuever, it's just too hard for people to stop it. This is another list to try out, and I think it would actually be a good starter "4 A's" list on vassal as you don't have to worry so much about stress and flying in formation.

Edited by Green Squad Leader

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EeiddKlabe,

Next Sunday will be the next chance I get to play. I'll fly your build and let you know how it fares. I think my buddy will be bringing Oicunn to the dance with Fel.

I appreciate that, I haven't been able to play X-Wing in some time. I'm dying to fly.

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Have you guys considered Outmaneuver on A Wings? It is one of my favorite upgrades on them, but combined with Push things get a little expensive...

Yep I have run this build before in a few ways. Basically you are looking at two ways to run outmaneuver with A-wings.

Way 1 (I've had some success with this one)

Jake Farrel: Push the Limit, Outmaneuver, Autothrusters, A-wing Test Pilot, Chadraan Refit

Green Squadron Pilot: Push the Limit, Calculation, Autothrusters, A-wing Test Pilot, Chadraan Refit

Green Squadron Pilot: Push the Limit, Calculation, Autothrusters, A-wing Test Pilot, Chadraan Refit

Green Squadron Pilot: Push the Limit, Calculation, Autothrusters, A-wing Test Pilot, Chadraan Refit

This build works quite well overall. Don't fly in tight formation with it as you don't have wingman, instead try and maneuver for the first few turns so that you can come at your opponent from multiple directions at the same time. Jake has the maneuverability to reliably be able to benefit from Outmanuever, and Autothrusters pairs well with it as you benefit even more from dodging arcs. I'd be curious to try this build with lightning reflexes on the Greens instead of Calculation, I feel there would be more benefit that way.

Way 2 (not much success this way)

Green Squadron Pilot: Push the Limit, Outmaneuver, Autothrusters, A-wing Test Pilot, Chadraan Refit

Green Squadron Pilot: Push the Limit, Outmaneuver, Autothrusters, A-wing Test Pilot, Chadraan Refit

Green Squadron Pilot: Push the Limit, Outmaneuver, Autothrusters, A-wing Test Pilot, Chadraan Refit

Green Squadron Pilot: Push the Limit, Outmaneuver, Autothrusters, A-wing Test Pilot, Chadraan Refit

This build can work, it is just hard to get mileage out of. Doing a split deployment is better with it, two ships per corner or all four spread out evenly. The main downside is you are almost guaranteed not to benefit from outmaneuver on the first exchange, and you have a catch-22 to deal with. If you joust with a big ship and don't push for focus and evade you can 5-K next turn and reliably be in position to use outmaneuver, but you might lose a ship in the process.

I would recommend trying both of these lists, as if you get good at maneuvering for position and denying easy kills to your opponent Outmanuever is an EXTREMELY powerful card, especially vs fat Han builds. It's just more challenging to get the mileage out of it, higher risk-higher reward I suppose.

Now that I think of it there is a third build which could work, but it's risky as you lack push:

Way 3

Green Squadron Pilot: Lightning Reflexes, Outmaneuver, Shield Upgrade, A-wing Test Pilot, Chadraan Refit

Green Squadron Pilot: Lightning Reflexes, Outmaneuver, Shield Upgrade, A-wing Test Pilot, Chadraan Refit

Green Squadron Pilot: Lightning Reflexes, Outmaneuver, Shield Upgrade, A-wing Test Pilot, Chadraan Refit

Green Squadron Pilot: Lightning Reflexes, Outmaneuver, Shield Upgrade, A-wing Test Pilot, Chadraan Refit

I don't like not having push, but the extra hit points helps to mitigate that and Outmanuever helps ensure that the damage you so will stick. Lightning Reflexes guarantees that you WILL be able to use Outmanuever, it's just too hard for people to stop it. This is another list to try out, and I think it would actually be a good starter "4 A's" list on vassal as you don't have to worry so much about stress and flying in formation.

 

That 3rd list seems pretty interesting but personally, I think that the higher pilot skill ships use the card better because they have more "reaction time" as far as initiative goes, where you can set up your ship a little better. At the same time though the extra points you spend for ps makes your ship a bigger target and your enemy may go for them earlier. It would be nice if your could put outmaneuver on Arvel, but you would not be able to get dardevil and do the boost bump strategy.

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I am going to try to get a few games in today, and at least one of them is going to be a 4A list, I'm thinking Outmaneuver, Push, and Autothrusters for 25points apiece.

 

Another list is going to be:

Psycho Tycho: Push, Daredevil, Prockets, Experimental Interface (38)

Jake: Push, VI, Prockets, Autothrusters (33)

Green: Push, Concussion missiles, Autothrusters (28)

 

In both cases, I am going to avoid formation flying as much as possible, and use one ship as bait to get favorable shots with the others. I will probably be flying against scum HWKs and an IG, so getting those prockets off is going to be tough with the 2nd list, but I think the first list will be quite strong against them.

 

I will let you guys know how our A Wings fare tonight!

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I have to wait until I buy Rebel Aces to do a 4 A-wing list, I've only got 3 now. The next time I fly (hopefully Wednesday) I'm going to try:

 

Psycho Tycho: PTL, Daredevil, Prockets, Experimental Interface (38)

Jumpin' Jake: PTL, Outmaneuver, Prockets, Autothrusters (35)

 

and no-nickname-yet Gemmer: PTL, Chaardan, Stealth Device (26)

 

The plan is to send Gemmer in close. If I arc-dodge, great; if I bump, good; and if I miss, well, at least he's rolling 5 greens with a focus + evade, good luck!

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Round 3 matchup:

Bob Randall (from Nova Squadron Radio)

IG88B: Heavy Lazer Cannon, Autothrusters, Fire Control System, Inertial Dampeners, Veterans Instincts, IG 2000

IG88C: Heavy Lazer Cannon, Autothrusters, Fire Control System, Inertial Dampeners, Veterans Instincts, IG 2000

I've played Bob twice before and been crushed by his Bro Bots, he is very good with them and won a regionals recently (I forgot which one) with this list. I was lucky in the initial exchange and didn't take any damage. From that point this list really shined. I was able to block his exits fro. The center of the board reliable each turn and forced him to bump with both Aggressors for most of the turns. I was turtled up all throughout this part thanks I wingman and kept pulling 1 hard turns to jam up his moves, also making sure he would be shot at by at least 1 of my ships if he used dampeners. I also used the maneuverability of the A's to keep moving different ships into his arcs, so he reliably could not shoot at the ship he had target locked the turn before.

Eventually I took both aggressors down, and hilariously I killed Green 3 by needlessly flying over a rock late game. Bob is a great player and gracious opponent, I hope to get to fly with him again soon. Actually his list was my nightmare list, I thought I had no chance to beat it going in but it happened.

So yeah, in person Green Arrow works as long as you are careful and avoid bumping yourself. Has anyone else gotten a chance to try it out yet?

 

 

It's all true!  :D  You played great. You won the rock battle and I tested out a semi-jousting pattern that I have been kicking around. I should have deployed into a pincer formation like usual. First round of combat only saw one IG getting shots, and without focus. Then dice happened. 0 hits with HLC and follow up  Gunner w/ TL. Next round, 88C has focus, 88B bumps but still has TL and shot on the same target. Both miss including 88C's focused attack and follow on via gunner +TL. In the first two combat rounds I rolled/rerolled 26-29 red dice all on the same target and did zero damage. Crazy - it was just one of those weird unlikely statistical anomalies, that inevitably eventually happens when you play enough games.

 

There were a couple times early on that you spent your focus+evade on defense to intentionally take 0 and trigger the gunner TL HLC where I thought you should have just taken 1 (especially with 5 hit points on each A-wing!), but you kept rolling 2-3 natural evades vs my 1-2 TL'ed HLC rolls, so took 0 damage anyway, so it worked out. I can't remember if I did any damage on you the third combat round. I think I finally got a point of damage through on an A-wing after the 5th or 6th attack - I can't remember exactly.

 

I was really planning on an A-wing to be dead so I had more space to maneuver. From there you played really really well to keep blocking me, forcing the close fight, and avoid bumping your own ships and losing actions. Well, other than putting Green on a rock to finish what I couldn't.  :P

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There were a couple times early on that you spent your focus+evade on defense to intentionally take 0 and trigger the gunner TL HLC where I thought you should have just taken 1 (especially with 5 hit points on each A-wing!), but you kept rolling 2-3 natural evades vs my 1-2 TL'ed HLC rolls, so took 0 damage anyway, so it worked out. I can't remember if I did any damage on you the third combat round. I think I finally got a point of damage through on an A-wing after the 5th or 6th attack - I can't remember exactly.

 

I was really planning on an A-wing to be dead so I had more space to maneuver. From there you played really really well to keep blocking me, forcing the close fight, and avoid bumping your own ships and losing actions. Well, other than putting Green on a rock to finish what I couldn't.  :P

Yeah I misunderstood IG88B's ability for the beginning of the match and thought you got to shoot twice even if you hit, hence the spending of the tokens. Eventually it dawned on me when you kept shooting three times a round. I think I had turned IG88B into a true monster in my mind!

Great game as always sir, too bad neither of us has been able to make all the league nights at Battlegrounds (Or any in my case to date.). I'll be there next weekend for their tourney though, it's been a while since I've played in anything beyond a 3 round standard.

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An alpha strike then high manoeuvre swarm list:

3x Green Squadron

w/ Proton Missiles, Stay on Target

3x24pts

1x Green Squadron

w/ Assault Missiles, Veteran Instincts, Test Pilot, Squad Leader

27pts

99pt list.

Blow the ever-living bejeesus out of anything in an arc, and then just twiddle dials and action the hell out of them. You literally can't make a wrong manoeuvre, and when you actually don't, you'll be locking, focusing, boosting or evading a tiny bit better too.

You can drop VI and SL for better stuff if you want as well (even more silly SoT? Or more Assault Missiles? Or actual "good stuff"?).

Edited by sambojin

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An alpha strike then high manoeuvre swarm list:

3x Green Squadron

w/ Proton Missiles, Stay on Target

3x24pts

1x Green Squadron

w/ Assault Missiles, Veteran Instincts, Test Pilot, Squad Leader

27pts

99pt list.

Blow the ever-living bejeesus out of anything in an arc, and then just twiddle dials and action the hell out of them. You literally can't make a wrong manoeuvre, and when you actually don't, you'll be locking, focusing, boosting or evading a tiny bit better too.

You can drop VI and SL for better stuff if you want as well (even more silly SoT? Or more Assault Missiles? Or actual "good stuff"?).

Have you flown this build? How did it do? What did you go up against? Other threads have indicated that SOT is better used on higher skilled pilots. You want to move after the opponent does.

I flew GSL's list of 4 greens with wingman and PTL vs Vader, Steele and a generic bomber. Beat them twice.

Right now I'm not a big fan of Alpha Strikes with As. I'd rather use the As dial and out maneuver the Target then Procket his butt. Depending on your opponent's build you could come out on the wrong side of that exchange.

I haven't tried Squad Leader yet. Have to look at using that in a squad build. Blade_Mercurial gave me some tips on using the As that I need to try out. My blocking skills are non-existent.

I'd like to know how your squad faired in a fight.

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SoT isn't great. If you have decent strategy planned for each A, it's even less so.

But you'll have to do K-turns eventually with a 4A build. Turning K-turns into anything that's speed 3, after spam grunts PS, but before proper pilots, is probably worth it.

It makes 3 speed K-turns into "anything" turns, and has alpha strike before it on the list. Meh. It wasn't that well thought out, it's just hard to look at an A-wing dial and not think "screw extra actions, I have an *anything-turn* at speed 3". My choice. For most of my squadron! Plus an alpha strike!

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An alpha strike then high manoeuvre swarm list:

3x Green Squadron

w/ Proton Missiles, Stay on Target

3x24pts

1x Green Squadron

w/ Assault Missiles, Veteran Instincts, Test Pilot, Squad Leader

27pts

99pt list.

Blow the ever-living bejeesus out of anything in an arc, and then just twiddle dials and action the hell out of them. You literally can't make a wrong manoeuvre, and when you actually don't, you'll be locking, focusing, boosting or evading a tiny bit better too.

You can drop VI and SL for better stuff if you want as well (even more silly SoT? Or more Assault Missiles? Or actual "good stuff"?).

My reaction after reading your list and plan is honestly to say "you're doing it wrong". So when the A-Wing was new this sort of plan is what people used them with, they were treated as the rebel missile boat and used for alpha strikes. It really doesn't work, I say that having tried it a few times. First off due to chadraan refit you need to consider all missiles to cost 2 points more for A-wings, which means you are spending 22 points on them.

Squad leader is mostly useless sadly, especially on a ship with only one action and a weapon which requires a target lock. That A will need to use TL to shoot its missile, which means you now you won't be squad leadering in the initial pass, and without any defensive modifications or Push the limit to improve your defenses your A's will die VERY fast, against most lists one will likely die in the first pass.

Stay on target makes almost no sense for PS 3 ships. Unless you plan to mis-set your dials and are afraid of bumping yourself constantly you will almost never use it, so it will be mostly a wasted 6 points.

I'm not trying to be harsh in my critique, but I can't see this list working for you at all sadly. You would do better if you either swap the greens for prototypes (If taking naked A-wings with missiles always take prototypes, they are at least cheap enough for it) or just take Z-95s. Honestly I'd recommend that you use z-95s for this sort of strategy, they just work far better at it.

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It was a jokey build.... Although, if you strip SoT off most, SL and VI off the "leader", there's a lot of alpha strike still there, with very little loss (but no dial twiddle).

I'd actually keep SoT on one of them, maybe with test pilot and VI, just for unforeseen blocks. Then go "good" with mods or traits.

The rest is just silly :)

I'm still trying to narrow down how to use one A, let alone a squad of them.

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